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-rw-r--r--trunk/hlsl/deconverge.fx146
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diff --git a/trunk/hlsl/deconverge.fx b/trunk/hlsl/deconverge.fx
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+//-----------------------------------------------------------------------------
+// Deconvergence Effect
+//-----------------------------------------------------------------------------
+
+texture Diffuse;
+
+sampler DiffuseSampler = sampler_state
+{
+ Texture = <Diffuse>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+//-----------------------------------------------------------------------------
+// Vertex Definitions
+//-----------------------------------------------------------------------------
+
+struct VS_OUTPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float3 CoordX : TEXCOORD0;
+ float3 CoordY : TEXCOORD1;
+ float2 TexCoord : TEXCOORD2;
+};
+
+struct VS_INPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+};
+
+struct PS_INPUT
+{
+ float4 Color : COLOR0;
+ float3 CoordX : TEXCOORD0;
+ float3 CoordY : TEXCOORD1;
+ float2 TexCoord : TEXCOORD2;
+};
+
+//-----------------------------------------------------------------------------
+// Deconvergence Vertex Shader
+//-----------------------------------------------------------------------------
+
+uniform float3 ConvergeX = float3(0.0f, 0.0f, 0.0f);
+uniform float3 ConvergeY = float3(0.0f, 0.0f, 0.0f);
+
+uniform float TargetWidth;
+uniform float TargetHeight;
+
+uniform float RawWidth;
+uniform float RawHeight;
+
+uniform float WidthRatio;
+uniform float HeightRatio;
+
+uniform float3 RadialConvergeX = float3(0.0f, 0.0f, 0.0f);
+uniform float3 RadialConvergeY = float3(0.0f, 0.0f, 0.0f);
+
+uniform float Prescale;
+
+VS_OUTPUT vs_main(VS_INPUT Input)
+{
+ VS_OUTPUT Output = (VS_OUTPUT)0;
+
+ float2 TargetRawRatio = float2(TargetWidth / RawWidth, TargetWidth / RawWidth);
+ float2 invDims = float2(1.0f / RawWidth, 1.0f / RawHeight);
+ float2 Ratios = float2(1.0f / WidthRatio, 1.0f / HeightRatio);
+ Output.Position = float4(Input.Position.xyz, 1.0f);
+ Output.Position.x /= TargetWidth;
+ Output.Position.y /= TargetHeight;
+ Output.Position.y = 1.0f - Output.Position.y;
+ Output.Position.x -= 0.5f;
+ Output.Position.y -= 0.5f;
+ Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
+ Output.Color = Input.Color;
+ float2 TexCoord = Input.TexCoord;
+
+ Output.CoordX = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + RadialConvergeX / RawWidth) + 0.5f) * Ratios.x + ConvergeX * invDims.x;
+ Output.CoordY = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + RadialConvergeY / RawHeight) + 0.5f) * Ratios.y + ConvergeY * invDims.y;
+ Output.TexCoord = TexCoord;
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// Deconvergence Pixel Shader
+//-----------------------------------------------------------------------------
+
+float4 ps_main(PS_INPUT Input) : COLOR
+{
+ float2 MagnetOffset = float2(32.0f / RawWidth, 32.0f / RawHeight);
+ float2 MagnetCenter = float2(0.9f / WidthRatio, 0.9f / HeightRatio);
+ float MagnetDistance = length((MagnetCenter - Input.TexCoord) * float2(WidthRatio, HeightRatio));
+ float Deconverge = 1.0f - MagnetDistance / MagnetCenter;
+ Deconverge = 1.0f;//clamp(Deconverge, 0.0f, 1.0f);
+ float Alpha = tex2D(DiffuseSampler, Input.TexCoord).a;
+
+ float2 TargetDims = float2(RawWidth, RawHeight);
+ float2 DimOffset = 0.0f / TargetDims;
+ float2 TexCoord = Input.TexCoord;
+ float3 CoordX = Input.CoordX;
+ float3 CoordY = Input.CoordY;
+
+ CoordX = lerp(TexCoord.x, CoordX, Deconverge);
+ CoordY = lerp(TexCoord.y, CoordY, Deconverge);
+
+ float RedTexel = tex2D(DiffuseSampler, float2(CoordX.x, CoordY.x) - DimOffset).r;
+ float GrnTexel = tex2D(DiffuseSampler, float2(CoordX.y, CoordY.y) - DimOffset).g;
+ float BluTexel = tex2D(DiffuseSampler, float2(CoordX.z, CoordY.z) - DimOffset).b;
+
+ //RedTexel *= Input.RedCoord.x < (WidthRatio / RawWidth) ? 0.0f : 1.0f;
+ //RedTexel *= Input.RedCoord.y < (HeightRatio / RawHeight) ? 0.0f : 1.0f;
+ //RedTexel *= Input.RedCoord.x > (1.0f / WidthRatio + 1.0f / RawWidth) ? 0.0f : 1.0f;
+ //RedTexel *= Input.RedCoord.y > (1.0f / HeightRatio + 1.0f / RawHeight) ? 0.0f : 1.0f;
+ //GrnTexel *= Input.GrnCoord.x < (WidthRatio / RawWidth) ? 0.0f : 1.0f;
+ //GrnTexel *= Input.GrnCoord.y < (HeightRatio / RawHeight) ? 0.0f : 1.0f;
+ //GrnTexel *= Input.GrnCoord.x > (1.0f / WidthRatio + 1.0f / RawWidth) ? 0.0f : 1.0f;
+ //GrnTexel *= Input.GrnCoord.y > (1.0f / HeightRatio + 1.0f / RawHeight) ? 0.0f : 1.0f;
+ //BluTexel *= Input.BluCoord.x < (WidthRatio / RawWidth) ? 0.0f : 1.0f;
+ //BluTexel *= Input.BluCoord.y < (HeightRatio / RawHeight) ? 0.0f : 1.0f;
+ //BluTexel *= Input.BluCoord.x > (1.0f / WidthRatio + 1.0f / RawWidth) ? 0.0f : 1.0f;
+ //BluTexel *= Input.BluCoord.y > (1.0f / HeightRatio + 1.0f / RawHeight) ? 0.0f : 1.0f;
+
+ return float4(RedTexel, GrnTexel, BluTexel, Alpha);
+}
+
+//-----------------------------------------------------------------------------
+// Deconvergence Effect
+//-----------------------------------------------------------------------------
+
+technique DeconvergeTechnique
+{
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ VertexShader = compile vs_3_0 vs_main();
+ PixelShader = compile ps_3_0 ps_main();
+ }
+}